con = -1; customcon = 0; selected_song_id = 0; scroller = -4; door_list = []; song_ids = [2, 4, 3]; song_list = []; song_count = 5; for (var i = 0; i < song_count; i++) song_list[i] = scr_rhythmgame_song_select_id(i); var poster_readable = instance_create(920, 160, obj_readable_room1); with (poster_readable) { extflag = "poster"; image_xscale = 4; image_yscale = 4; } var counter_marker = scr_dark_marker(1080, 200, spr_dw_ranking_counter); with (counter_marker) { image_xscale = 3; scr_depth(); } var pippins_marker = scr_dark_marker(counter_marker.x + 20, counter_marker.y - 60, spr_npc_pippins_jump); pippins_marker.depth = counter_marker.depth + 10; pippins_marker.image_speed = 0.2; var pippins_readable = instance_create(pippins_marker.x, pippins_marker.y + 60, obj_readable_room1); with (pippins_readable) { image_xscale = 4; extflag = "pippins"; } shadow_timer = 0; shadow_anim = 0; shadow_npc = instance_create(counter_marker.x + 110, counter_marker.y - 80, obj_npc_room); shadow_npc.depth = counter_marker.depth + 10; with (shadow_npc) { sprite_index = spr_shadowman_idle_a; scr_depth(); extflag = "shadowguy"; normalanim = 4; } var plugboy_npc = instance_create(1325, 220, obj_npc_room); with (plugboy_npc) { sprite_index = spr_npc_plugboy; scr_depth(); extflag = "plugboy"; } init_scores = function() { for (var i = 0; i < song_count; i++) { highscore[i] = scr_rhythmgame_score_load(song_list[i]); highscore_hard[i] = scr_rhythmgame_score_load(song_list[i], true); } var _ranks = ["Z", "C", "B", "A", "S", "T"]; for (var i = 0; i < song_count; i++) { if (highscore[i] > 0) highscore_rank[i] = _ranks[scr_rhythmgame_get_rank(song_list[i], highscore[i])]; else highscore_rank[i] = "-"; if (highscore_hard[i] > 0) highscore_rank_hard[i] = _ranks[scr_rhythmgame_get_rank(song_list[i], highscore_hard[i])]; else highscore_rank_hard[i] = "-"; } }; create_door = function(arg0, arg1) { var _door = scr_dark_marker(180 + (arg0 * 260), 130, spr_dw_ranking_doors_narrow); with (_door) scr_depth(); var door_readable = instance_create(_door.x + 20, _door.y + 80, obj_readable_room1); door_readable.extflag = "song_" + string(arg1); with (door_readable) image_xscale = 5; var door_data = []; door_data[0] = _door; door_data[1] = arg1; door_list[array_length(door_list)] = door_data; return _door; }; create_symbol = function(arg0, arg1, arg2) { var symbol = instance_create(arg0.x + 44, arg0.y - 40, obj_dw_rhythm_symbol); symbol.init_symbol(arg1); symbol.init_ranks(arg2); return symbol; }; init_doors = function() { var track_names = scr_rhythmgame_songlist(); scroller = instance_create(0, 0, obj_dw_rhythm_scroller); for (var i = 0; i < array_length(song_ids); i++) { scr_rhythmgame_song_select(song_ids[i]); var _file = local_preview; var _track_id = song_ids[i]; var door = create_door(i, song_ids[i]); var rank_data = [highscore_rank[_track_id], highscore_rank_hard[_track_id]]; var symbol = create_symbol(door, song_ids[i], rank_data); var _speakers = instance_create(0, 0, obj_dw_rhythm_speakers); _speakers.init(door); _speakers.init_song(_file); _speakers.init_symbol(symbol); _speakers.x = door.x; _speakers.bpm = bpm; _speakers.song_id = i; if (i == 10) beat_start = ((60 / bpm) * 30) / 2; } }; select_door = function(arg0) { var _id_raw = string_digits(arg0); var _id = real(_id_raw); selected_song_id = _id; }; show_scroller = function() { var track_names = scr_rhythmgame_songlist(); scr_rhythmgame_song_select(selected_song_id); var _song_id = song_id; score_id = song_list[selected_song_id]; var song_data = []; song_data[0] = highscore[selected_song_id]; song_data[1] = highscore_rank[selected_song_id]; song_data[2] = highscore_rank_hard[selected_song_id]; song_data[3] = highscore_hard[selected_song_id]; song_data[4] = track_names[selected_song_id]; song_data[5] = _song_id; scroller.init_song(song_data); scroller.show_banner(); }; enter_door = function() { with (obj_dw_rhythm_speakers) fade_out(); snd_play(snd_locker); for (var i = 0; i < array_length(door_list); i++) { if (door_list[i][1] != selected_song_id) continue; door_list[i][0].image_index = 1; break; } alarm[1] = 30; }; play_normal = function() { con = 10; scr_rhythmgame_song_select(selected_song_id); global.band_song = song_id; global.band_difficulty = 0; }; play_hard = function() { con = 10; scr_rhythmgame_song_select(selected_song_id); global.band_song = song_id; global.band_difficulty = 1; }; cancel = function() { scroller.hide_banner(); }; clean_up = function() { with (obj_dw_rhythm_speakers) clean_up(); }; init_scores(); init_doors();